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Encounter

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Apr 16th, 2023
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  1. -- You shouldn't be here... Yes i know its messy.
  2. require "Fake HP and KR - k9"
  3.  
  4. music = "Sedatephobia" --Either OGG or WAV. Extension is added automatically. Uncomment for custom music.
  5. encountertext = "The final enemy is at his stance" --Modify as necessary. It will only be read out in the action select screen.
  6. nextwaves = {"bullettest_touhou", "bullettest_blasters"}
  7. Wavetimer = 30.0
  8. round = 0
  9. arenasize = {155, 130}
  10. enemies = {"Orion"}
  11. enemypositions = {{0, 6}}
  12. flee = false
  13. fleesuccess = false
  14. deathtext = {"[color:670000][novoice][speed:0.5]How truly [w:5]unfortunate...", "[color:670000][novoice][speed:0.6]Now, [w:5]get up.", "[color:670000][novoice][speed:0.6]We have some work to do."}
  15.  
  16. SetGlobal("intro",true)
  17.  
  18. currentstate = "NONE"
  19. dodgesprite = nil
  20. dodgetimer = 0
  21. function EnteringState(newstate, oldstate)
  22. currentstate = newstate
  23. end
  24.  
  25. function Update()
  26. FakeHpUpdate()
  27. if dodgesprite ~= nil and dodgesprite.isactive then
  28. if dodgetimer == 0 then
  29. dodgesprite.Remove()
  30. dodgesprite = nil
  31. else
  32. dodgetimer = dodgetimer + 1
  33. local velx = dodgesprite.GetVar("velx")
  34. if dodgetimer <= 20 then
  35. velx = velx + 0.5
  36. elseif dodgetimer == 21 then
  37. velx = 0
  38. elseif dodgetimer >= 127 and dodgetimer < 149 then
  39. velx = velx + 0.5
  40. elseif dodgetimer == 149 then
  41. enemies[1].Call("SetSprite", dodgesprite.GetVar("sprite"))
  42. dodgesprite.Remove()
  43. dodgesprite = nil
  44. State("ENEMYDIALOGUE")
  45. dodgetimer = 0
  46. end
  47. if dodgetimer > 0 and dodgetimer < 149 then
  48. dodgesprite.SetVar("velx", velx)
  49. dodgesprite.Move(dodgesprite.GetVar("velx"), 0)
  50. end
  51. end
  52. end
  53.  
  54. if currentstate == "ATTACKING" and Input.Confirm == 1 and dodgetimer == 0 then
  55. dodgetimer = 1
  56. dodgesprite = CreateProjectileAbs(enemies[1].GetVar("sprite"), 320 + enemypositions[1][1], 341 + enemypositions[1][2])
  57. dodgesprite.SetVar("velx", -12)
  58. dodgesprite.SetVar("sprite", enemies[1].GetVar("sprite"))
  59. enemies[1].Call("SetSprite", "blank")
  60. end
  61. end
  62.  
  63. attacknum = 0
  64. -- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.
  65. possible_attacks = {}
  66.  
  67. intro_done = false
  68. function EncounterStarting()
  69. Player.lv = 19
  70. Player.hp = 92
  71. Player.atk = 100000
  72. Player.name = "Nova"
  73. KARMA = true
  74. enemies[1].SetVar("def", math.huge)
  75. Inventory.AddCustomItems({"P.Pie", "M.Apple", "Chocolate", "Ketchup", "I.Noodles", "Steak", "Fish.F", "Apple.J"}, {0, 0, 0, 0, 0, 0, 0, 0})
  76. Inventory.SetInventory({"P.Pie", "M.Apple", "Chocolate", "Ketchup", "I.Noodles", "Steak", "Fish.F", "Apple.J"})
  77. Audio.pause()
  78. Audio.Volume(3.0)
  79. enemies[1]["currentdialogue"] = { "[effect:NONE][voice:Orion][noskip]It's a horrible night \noutside", "[effect:NONE][voice:Orion][noskip]Dust fills the air", "[effect:NONE][noskip][voice:Orion]The kingdom has \ngone silent", "[noskip][voice:Orion][effect:NONE]nights like these are \nperfect for telling \nyou stories", "[func:Appear][func:Flame][speed:0.5][novoice][noskip][color:670000][effect:shake]ABOUT WHAT HELL IS \nLIKE[func:LaunchMusic][w:20][next]" }
  80. State("ENEMYDIALOGUE")
  81. hpbar=CreateSprite("system/hpbar")
  82. hpbar.x=195
  83. hpbar.y=69.5
  84. end
  85.  
  86. function EnemyDialogueStarting()
  87. local intro = 1 GetGlobal("round")
  88. if round == 0 then
  89. bubble = "rightwide"
  90. enemies[1].SetVar('currentdialogue', { "[effect:NONE][voice:Orion][noskip]It's a horrible night \noutside", "[effect:NONE][voice:Orion][noskip]Dust fills the air", "[effect:NONE][noskip][voice:Orion]The kingdom has \ngone silent", "[noskip][voice:Orion][effect:NONE]nights like these are \nperfect for telling \nyou stories", "[func:Appear][func:Flame][speed:0.5][novoice][noskip][color:670000][effect:shake]ABOUT WHAT HELL IS \nLIKE[func:LaunchMusic][w:20][next]" })
  91. round = 2
  92. nextwaves = {"attac_test"}
  93. elseif (round == 2) then
  94. enemies[1].SetVar('currentdialogue',{"[func:Flame][voice:Orion][noskip][effect:NONE]I have been noticing \nsome strange things \nhappening since you \narrived here."})
  95. round = 3
  96. nextwaves = {"GasterBlasters1easy", "GasterBlasters2easy", "GasterBlasters3easy", "GasterBlasters6easy", "GasterBlasters7easy"}
  97. elseif (round == 3) then
  98. enemies[1].SetVar('currentdialogue',{"[func:Flame][voice:Orion][effect:NONE][noskip]Movements of time and\nspace have been\nsuddenly stoping and\nstarting."})
  99. round = 4
  100. nextwaves = {"Surviveblaster1", "GasterBlasters1easy"}
  101. elseif (round == 4) then
  102. enemies[1].SetVar('currentdialogue',{"[func:Flame][voice:Orion][effect:NONE][noskip]Until suddenly \neverything ends.", "[effect:NONE][func:Flame][voice:Orion][noskip]And starts again \nlike nothing ever \nhappend"})
  103. round = 5
  104. nextwave = {"Gasterblasters1"}
  105. elseif (round == 5) then
  106. enemies[1].SetVar('currentdialogue',{"[effect:NONE][func:Flame][voice:Orion][noskip]I began to find piles\nof dust everywere\nand unsure what to \nmake of them."})
  107. round = 6
  108. nextwave = {"Start"}
  109. elseif (round == 6) then
  110. enemies[1].SetVar('currentdialogue',{"[func:Flame][voice:Orion][noskip][effect:NONE]Guess i found my \nculprite."})
  111. round = 7
  112. nextwaves = {"bullettest_touhou"}
  113. elseif (round == 7) then
  114. enemies[1].SetVar('currentdialogue',{"[func:Flame][effect:NONE][voice:Orion][noskip]Seeing what has \nhappend and how you\ndefeted Nova i knew\nour end was near.", "[effect:NONE][func:Flame][voice:Orion][noskip]I went and helped \nDr.Gaster evacuate \neveryone, but i never\nsaw him again."})
  115. round = 8
  116. nextwaves = {"GasterBlasters4easy"}
  117. elseif (round == 8) then
  118. enemies[1].SetVar('currentdialogue',{"[func:Flame][voice:Orion][effect:NONE][noskip]But still to no \navail.", "[func:Flame][voice:Orion][effect:shake][noskip]You still slaugthered\nmost of them."})
  119. round = 9
  120. nextwaves = {"GasterBlasters2hard"}
  121. elseif (round == 9) then
  122. enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][noskip][effect:NONE]I now knew i had\nto face you\nas it was my duty\nto the throne.", "[func:Flame][effect:NONE][voice:Orion][noskip]And that brings us \nhere, in this hall\nwhere you will [color:670000]DIE"})
  123. round = 10
  124. nextwaves = {"bullettest_chaserorb"}
  125. elseif (round == 10) then
  126. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion][noskip]Don't think you\nare above\nconsequences."})
  127. round = 11
  128. nextwaves = {"bullettest_startorb"}
  129. elseif (round == 11) then
  130. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion]Because of you i lost \neveryone i cared \nabout"})
  131. round = 12
  132. nextwaves = {"Circle"}
  133. elseif (round == 12) then
  134. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion]Mina... \nthe one that remained \nin the ruins", "[func:Flame][effect:NONE][voice:Orion]He was the caretaker \nof the ruins for a \nlong time she belived\nYou could change."})
  135. round = 13
  136. nextwaves = {"BLES"}
  137. elseif (round == 13) then
  138. enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion]Do you think \nshe still belives\nyou can change, even \nafter you killed her?"})
  139. round = 14
  140. nextwaves = {"GasterBlasters2Hard"}
  141. elseif (round == 14) then
  142. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion]Well I for one, never \nbelived you chould\nchange."})
  143. round = 15
  144. nextwaves = {"GasterBlasters1easy", "GasterBlasters2easy", "GasterBlasters3easy"}
  145. elseif (round == 15) then
  146. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion]Even after you left\nthe ruins, you\nstill continued\nkilling.", "North had to make a\nsacrifice just so\nsnowdin chould be\nevacuated"})
  147. round = 16
  148. nextwaves = {"Surviveblaster"}
  149. elseif (round == 16) then
  150. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion]Even Azmina, the head\nof he royal guard\nchouldn't stop you."})
  151. round = 17
  152. nextwaves = {"attack2"}
  153. elseif (round == 17) then
  154. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion]And as second in \ncommand i had to \nstop you."})
  155. round = 18
  156. nextwaves = {"attack1"}
  157. elseif (round == 18) then
  158. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion]And i will kill you\nno matter what it\ntakes."})
  159. round = 19
  160. nextwaves = {"attack6"}
  161. elseif (round == 19) then
  162. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion]..."})
  163. round = 20
  164. nextwaves = {"Surviveblaster"}
  165. elseif (round == 20) then
  166. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion]You didn't even try \nto spare anyone."})
  167. round = 21
  168. nextwaves = {"GasterBlasters5easy"}
  169. elseif (round == 21) then
  170. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion][noskip]You just kept\nkilling anyone who\ndared stand in your\nway."})
  171. round = 22
  172. nextwaves = {"GasterBlasters1easy", "GasterBlasters2easy", "GasterBlasters3easy", "GasterBlasters6easy", "GasterBlasters7easy"}
  173. elseif (round == 22) then
  174. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion][noskip]You act like we\nare just toys too\nyou.", "[func:Flame][effect:NONE][voice:Orion][noskip]Are you even still\nthe one that is\nin control"})
  175. round = 23
  176. nextwaves = {"attack8"}
  177. elseif (round == 23) then
  178. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion][noskip]After i found out\nyou can reset \nand change the past\ni gave up wanting.", "[func:Flame][effect:NONE][voice:Orion][noskip]To go back to\nthe surface"})
  179. round = 24
  180. nextwaves = {"Surviveblaster", "GasterBlasters1easy"}
  181. elseif (round == 24) then
  182. enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][noskip][effect:NONE]Because even if \nwe leave.", "[func:Flame][effect:NONE][voice:Orion][noskip]You'll drag us\nright back down\nto hell", "[func:Flame][effect:NONE][voice:Orion][noskip]Won't you?"})
  183. round = 25
  184. nextwaves = {"Circle"}
  185. elseif (round == 25) then
  186. enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][noskip][effect:NONE]All i know is \ni can't afford\nnot to care\nanymore"})
  187. round = 26
  188. nextwaves = {"GasterBlasters1easy", "GasterBlasters2easy", "GasterBlasters3easy", "GasterBlasters6easy", "GasterBlasters7easy"}
  189. elseif (round == 26) then
  190. enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][noskip][effect:NONE]But knowing you\nare just a kid \nmakes it hard to give it\nmy all."})
  191. round = 27
  192. nextwaves = {"attack6"}
  193. elseif (round == 27) then
  194. enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][effect:NONE]Or is that just\na poor excuse\nfor being soo naive?", "[func:Flame][effect:NONE][voice:Orion][noskip]Hell if i know"})
  195. round = 28
  196. nextwaves = {"attack 2"}
  197. elseif (round == 28) then
  198. enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][effect:NONE]..."})
  199. round = 29
  200. nextwaves = {"Surviveblaster"}
  201. elseif (round == 29) then
  202. enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][noskip][effect:NONE]..."})
  203. round = 30
  204. nextwaves = {"Spareattack"}
  205. elseif (round == 30) then
  206. enemies[1].SetVar('currentdialogue', {"[voice:Orion][noskip][effect:NONE]Well, that being \nsaid", "[voice:Orion][noskip][effect:NONE]You look\ntired", "[voice:Orion][effect:NONE][noskip]Let's take a break."})
  207. round = 31
  208. Audio.stop()
  209. Inventory.SetInventory({"P.Pie", "M.Apple", "Chocolate", "Ketchup", "I.Noodles", "Steak", "Fish.F", "Apple.J"})
  210. nextwaves = {"spareattack"}
  211. elseif (round == 31) then
  212. enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][noskip][effect:NONE].", "[noskip][voice:Orion][effect:NONE]Ok then", "[noskip][voice:Orion][effect:NONE]It was worth a shot", "[voice:Orion][effect:NONE][noskip]Here we go again"})
  213. round = 32
  214. Player.hp = 139
  215. Audio.LoadFile("Foniasophobia")
  216. nextwaves = {"Surviveblaster2", "GasterBlasters6easy1"}
  217. elseif (round == 32) then
  218. enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][noskip][effect:NONE]You know...", "[func:Flame][voice:Orion][noskip][effect:NONE]I once thought you \nchould change", "[func:Flame][voice:Orion][effect:NONE][noskip]But...", "[func:Flame][effect:NONE][voice:Orion][noskip]Not anymore"})
  219. round = 33
  220. nextwaves = {"Surviveblaster2"}
  221. elseif (round == 33) then
  222. enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][effect:NONE][noskip]..."})
  223. round = 34
  224. nextwaves = {"Start2", "bullettest_chaserorb2"}
  225. elseif (round == 34) then
  226. enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][effect:NONE][noskip]You just had to \nchoose the wrong \npath?"})
  227. round = 35
  228. nextwaves = {"BLES2", "GasterBlasters6easy1"}
  229. elseif (round == 35) then
  230. enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][effect:NONE][noskip]You chould have made \nnew friends.", "[effect:NONE][func:Flame][voice:Orion][noskip]But instead...", "[effect:NONE][func:Flame][voice:Orion][noskip]You killed them."})
  231. round = 36
  232. nextwaves = {"attac_test2"}
  233. elseif (round == 36) then
  234. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion][noskip]..."})
  235. round = 37
  236. nextwaves = {"Circle2", "bullettest_chaserorb"}
  237. elseif (round == 37) then
  238. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion][noskip]You killed everyone \ni knew.", "[func:Flame][effect:NONE][noskip][voice:Orion]Everyone i had held \nhopes for"})
  239. round = 38
  240. nextwaves = {"Circle2", "Surviveblaster2"}
  241. elseif (round == 38) then
  242. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion][noskip]Even Undyne \nchouldn't stop you"})
  243. round = 39
  244. nextwaves = {"attack61", "GasterBlasters6easy3"}
  245. elseif (round == 39) then
  246. enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][effect:NONE][noskip]And now it's my turn."})
  247. round = 40
  248. nextwaves = {"GasterBlasters1easy1", "GasterBlasters2easy1", "GasterBlasters3easy1", "GasterBlasters6easy4", "GasterBlasters7easy1"}
  249. elseif (round == 40) then
  250. enemies[1].SetVar('currentdialogue', {"[func:Flame][noskip][effect:NONE][voice:Orion]This fight will be \ndiffrent."})
  251. round = 41
  252. nextwaves = {"GasterBlasters4easy1", "GasterBlasters5easy1"}
  253. elseif (round == 41) then
  254. enemies[1].SetVar('currentdialogue', {"[func:Flame][noskip][effect:NONE][voice:Orion]You will give up \nand i will become \nthe most determined \nin this universe."})
  255. round = 42
  256. nextwaves = {"bullettest_blasters", "GasterBlasters7easy1"}
  257. elseif (round == 42) then
  258. enemies[1].SetVar('currentdialogue', {"[func:Flame][noskip][effect:NONE][voice:Orion]Then i will reset \nand make sure you \nnever come back \nhere ever again."})
  259. round = 43
  260. nextwaves = {"Surviveblaster2"}
  261. elseif (round == 43) then
  262. enemies[1].SetVar('currentdialogue', {"[noskip][func:Flame][effect:NONE][voice:Orion]Never forget", "[func:Flame][effect:NONE][noskip][voice:Orion][effect:shake]You brought this \nupon yourself"})
  263. round = 44
  264. nextwaves = {"attack81", "GasterBlasters5easy1"}
  265. elseif (round == 44) then
  266. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]You didn't even \nattempt to spare \nanyone."})
  267. round = 45
  268. nextwaves = {"Circle2", "Surviveblaster2"}
  269. elseif (round == 45) then
  270. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]You brutally killed \neveryone."})
  271. round = 46
  272. nextwaves = {"Circle2"}
  273. elseif (round == 46) then
  274. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE]][noskip][voice:Orion]You hunt for \nevery single \nEXP you can find."})
  275. round = 47
  276. nextwaves = {"GasterBlasters1easy1", "GasterBlasters2easy1", "GasterBlasters3easy1", "GasterBlasters6easy4", "GasterBlasters7easy1"}
  277. elseif (round == 47) then
  278. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]And after all of \nthat WE are the \nmonsters."})
  279. round = 48
  280. nextwaves = {"bullettest_blasters", "GasterBlasters7easy6"}
  281. elseif (round == 48) then
  282. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]Heh, typical of \nhumanity."})
  283. round = 49
  284. nextwaves = {"Surviveblaster2", "GasterBlasters6easy1"}
  285. elseif (round == 49) then
  286. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]..."})
  287. round = 50
  288. nextwaves = {"GasterBlasters4easy1", "GasterBlasters5easy1"}
  289. elseif (round == 50) then
  290. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]..."})
  291. round = 51
  292. nextwaves = {"bullettest_chaserorb2", "GasterBlasters6easy7"}
  293. elseif (round == 51) then
  294. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]..."})
  295. round = 52
  296. nextwaves = {"Surviveblaster2", "GasterBlasters6easy1"}
  297. elseif (round == 52) then
  298. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]..."})
  299. round = 53
  300. nextwaves = {"attack18", "GasterBlasters6easy1"}
  301. elseif (round == 53) then
  302. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]..."})
  303. round = 54
  304. nextwaves = {"attack16"}
  305. elseif (round == 54) then
  306. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]'sigh'"})
  307. round = 55
  308. nextwaves = {"attack13"}
  309. elseif (round == 55) then
  310. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]I realized that \nyou are not a \nthreat to monsters \nbut humans as well."})
  311. round = 56
  312. nextwaves = {"Surviveblaster2", "GasterBlasters6easy1"}
  313. elseif (round == 56) then
  314. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]..."})
  315. round = 57
  316. nextwaves = {"Circle2", "Surviveblaster2"}
  317. elseif (round == 57) then
  318. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]Are you even \nstill the one \nthat is in control."})
  319. round = 58
  320. nextwaves = {"attack5"}
  321. elseif (round == 58) then
  322. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]Even still \nyou act like we are \nyour play things."})
  323. round = 59
  324. nextwaves = {"attack9"}
  325. elseif (round == 59) then
  326. enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]All that matters to \nyou is the high \nscore."})
  327. round = 60
  328. nextwaves = {"GasterBlasters4easy1", "GasterBlasters5easy1"}
  329. elseif (round == 60) then
  330. enemies[1].SetVar('currentdialogue', {"[func:Flame][noskip][effect:NONE][voice:Orion]Ironic isn't it...", "[noskip][effect:NONE][voice:Orion][func:Flame]We survived a war \nbut we still will \ngo extinct", "[noskip][voice:Orion][effect:NONE][func:Flame]Thanks to one human"})
  331. round = 61
  332. nextwaves = {"GasterBlasters1easy", "GasterBlasters2easy", "GasterBlasters3easy"}
  333. elseif (round == 61) then
  334. enemies[1].SetVar('currentdialogue', {"[func:Flame][noskip][effect:NONE][voice:Orion]..."})
  335. round = 62
  336. nextwaves = {"Surviveblaster2"}
  337. elseif (round == 62) then
  338. enemies[1].SetVar('currentdialogue', {"[func:Flame][noskip][effect:NONE][voice:Orion]..."})
  339. round = 63
  340. Audio.Stop()
  341. nextwaves = {"spareattack"}
  342. elseif (round == 63) then
  343. enemies[1].SetVar('currentdialogue', {"[func:Flame][noskip][effect:NONE]][voice:Orion]You know what...", "[voice:Orion][noskip][effect:NONE]Lets take a break", "[noskip][voice:Orion][effect:NONE]Use this time \nwisely"})
  344. round = 64
  345. nextwaves = {"DemoEnd"}
  346. elseif (round == 64) then
  347. enemies[1].SetVar('currentdialogue', {"[noskip][effect:NONE][voice:NONE]Demo End."})
  348. end
  349. end
  350.  
  351. function EnemyDialogueEnding()
  352. -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.
  353. attacknum = attacknum + 1
  354. if attacknum == 1 then
  355. nextwaves = {"Intro", "Intro2"}
  356. elseif attacknum == 2 then
  357. nextwaves = {"attack22"}
  358. elseif attacknum == 3 then
  359. nextwaves = {"attack13"}
  360. elseif attacknum == 4 then
  361. nextwaves = {"Quantum"}
  362. elseif attacknum == 5 then
  363. nextwaves = {"GasterBlasters1", "attack21"}
  364. elseif attacknum == 6 then
  365. nextwaves = {"BoneSide", "FinalBlaster"}
  366. elseif attacknum == 7 then
  367. nextwaves = {"GasterBlasters4easy"}
  368. elseif attacknum == 8 then
  369. nextwaves = {"GasterBlasters2Hard"}
  370. elseif attacknum == 9 then
  371. nextwaves = {"bullettest_chaserorb2", "GasterBlasters6easy7"}
  372. elseif attacknum == 10 then
  373. nextwaves = {"bullettest_startorb"}
  374. elseif attacknum == 11 then
  375. nextwaves = {"Circle"}
  376. elseif attacknum == 12 then
  377. nextwaves = {"BLES"}
  378. elseif attacknum == 13 then
  379. nextwaves = {"GasterBlasters2Hard"}
  380. elseif attacknum == 14 then
  381. nextwaves = {"GasterBlasters1easy", "GasterBlasters2easy", "GasterBlasters3easy"}
  382. elseif attacknum == 15 then
  383. nextwaves = {"Surviveblaster"}
  384. elseif attacknum == 16 then
  385. nextwaves = {"GasterBlasters4easy"}
  386. elseif attacknum == 17 then
  387. nextwaves = {"attack 2"}
  388. elseif attacknum == 18 then
  389. nextwaves = {"attack1"}
  390. elseif attacknum == 19 then
  391. nextwaves = {"attack6"}
  392. elseif attacknum == 20 then
  393. nextwaves = {"Surviveblaster"}
  394. elseif attacknum == 21 then
  395. nextwaves = {"GasterBlasters5easy"}
  396. elseif attacknum == 22 then
  397. nextwaves = {"GasterBlasters1easy", "GasterBlasters2easy", "GasterBlasters3easy"}
  398. elseif attacknum == 23 then
  399. nextwaves = {"attack8"}
  400. elseif attacknum == 24 then
  401. nextwaves = {"Surviveblaster"}
  402. elseif attacknum == 25 then
  403. nextwaves = {"Circle"}
  404. elseif attacknum == 26 then
  405. nextwaves = {"GasterBlasters1easy", "GasterBlasters2easy", "GasterBlasters3easy"}
  406. elseif attacknum == 27 then
  407. nextwaves = {"attack6"}
  408. elseif attacknum == 28 then
  409. nextwaves = {"attack 2"}
  410. elseif attacknum == 29 then
  411. nextwaves = {"Surviveblaster"}
  412. elseif attacknum == 30 then
  413. nextwaves = {"spareattack"}
  414. elseif attacknum == 31 then
  415. nextwaves = {"spareattack"}
  416. elseif attacknum == 32 then
  417. nextwaves = {"Surviveblaster2", "GasterBlasters6easy1"}
  418. elseif attacknum == 33 then
  419. nextwaves = {"Surviveblaster2"}
  420. elseif attacknum == 34 then
  421. nextwaves = {"Start2", "bullettest_chaserorb2"}
  422. elseif attacknum == 35 then
  423. nextwaves = {"bullettest_chaserorb2", "GasterBlasters6easy7"}
  424. elseif attacknum == 36 then
  425. nextwaves = {"attac_test2"}
  426. elseif attacknum == 37 then
  427. nextwaves = {"Circle2"}
  428. elseif attacknum == 38 then
  429. nextwaves = {"Circle2", "Surviveblaster2"}
  430. elseif attacknum == 39 then
  431. nextwaves = {"attack61"}
  432. elseif attacknum == 40 then
  433. nextwaves = {"GasterBlasters1easy1", "GasterBlasters2easy1", "GasterBlasters3easy1"}
  434. elseif attacknum == 41 then
  435. nextwaves = {"GasterBlasters4easy1", "GasterBlasters5easy1"}
  436. elseif attacknum == 42 then
  437. nextwaves = {"bullettest_blasters", "GasterBlasters7easy6"}
  438. elseif attacknum == 43 then
  439. nextwaves = {"Surviveblaster2"}
  440. elseif attacknum == 44 then
  441. nextwaves = {"attack81"}
  442. elseif attacknum == 45 then
  443. nextwaves = {"Circle2", "Surviveblaster2"}
  444. elseif attacknum == 46 then
  445. nextwaves = {"Circle2"}
  446. elseif attacknum == 47 then
  447. nextwaves = {"GasterBlasters1easy1", "GasterBlasters2easy1", "GasterBlasters3easy1"}
  448. elseif attacknum == 48 then
  449. nextwaves = {"bullettest_blasters", "GasterBlasters7easy6"}
  450. elseif attacknum == 49 then
  451. nextwaves = {"Surviveblaster2", "GasterBlasters6easy1"}
  452. elseif attacknum == 50 then
  453. nextwaves = {"GasterBlasters4easy1", "GasterBlasters5easy1"}
  454. elseif attacknum == 51 then
  455. nextwaves = {"bullettest_chaserorb2", "GasterBlasters6easy7"}
  456. elseif attacknum == 52 then
  457. nextwaves = {"Surviveblaster2", "GasterBlasters6easy1"}
  458. elseif attacknum == 53 then
  459. nextwaves = {"attack18", "GasterBlasters6easy1"}
  460. elseif attacknum == 54 then
  461. nextwaves = {"attack16"}
  462. elseif attacknum == 55 then
  463. nextwaves = {"attack13"}
  464. elseif attacknum == 56 then
  465. nextwaves = {"Surviveblaster2", "GasterBlasters6easy1"}
  466. elseif attacknum == 57 then
  467. nextwaves = {"Circle2", "Surviveblaster2"}
  468. elseif attacknum == 58 then
  469. nextwaves = {"attack5"}
  470. elseif attacknum == 59 then
  471. nextwaves = {"attack9"}
  472. elseif attacknum == 60 then
  473. nextwaves = {"GasterBlasters4easy1", "GasterBlasters5easy1"}
  474. elseif attacknum == 61 then
  475. nextwaves = {"GasterBlasters1easy", "GasterBlasters2easy", "GasterBlasters3easy"}
  476. elseif attacknum == 62 then
  477. nextwaves = {"Surviveblaster2"}
  478. elseif attacknum == 63 then
  479. nextwaves = {"spareattack"}
  480. elseif attacknum == 64 then
  481. nextwaves = {"DemoEnd"}
  482. end
  483. end
  484.  
  485. function DefenseEnding() --This built-in function fires after the defense round ends.
  486. if round == 0 then
  487. encountertext = "[noskip]The final enemy is at their stance"
  488. elseif attacknum == 2 then
  489. encountertext = "[noskip]Nothing Left for ya'"
  490. elseif attacknum == 3 then
  491. encountertext = "[noskip]Knock' em dead"
  492. elseif attacknum == 4 then
  493. encountertext = "[noskip]Just keep Attacking"
  494. elseif attacknum == 5 then
  495. encountertext = "[noskip][color:670000]Determination"
  496. elseif attacknum == 6 then
  497. encountertext = "[noskip]You felt your sins but they can't \n[noskip]stop you now"
  498. elseif attacknum == 7 then
  499. encountertext = "[noskip][color:670000]We are in for a fight"
  500. elseif attacknum == 8 then
  501. encountertext = "[noskip]But nobody came..."
  502. elseif attacknum == 9 then
  503. encountertext = "[noskip]The final act"
  504. elseif attacknum == 10 then
  505. encountertext = "[noskip]You hear nothing but echos of \n[noskip]the past."
  506. elseif attacknum == 11 then
  507. encountertext = "[noskip]This never gets old."
  508. elseif attacknum == 12 then
  509. encountertext = "[noskip]You sought out your own end"
  510. elseif attacknum == 13 then
  511. encountertext = "[noskip]You felt your sins but they can't \n[noskip]stop you now"
  512. elseif attacknum == 14 then
  513. encountertext = "[noskip]You catch a breath under the \n[noskip]weight of sin"
  514. elseif attacknum == 15 then
  515. encountertext = "[noskip]All alone"
  516. elseif attacknum == 16 then
  517. encountertext = "[noskip]You seem to be Bleeding"
  518. elseif attacknum == 17 then
  519. encountertext = "[noskip]You feel like this won't be as \n[noskip]easy as you thought"
  520. elseif attacknum == 18 then
  521. encountertext = "[noskip][color:670000]Dont Hold back =)"
  522. elseif attacknum == 19 then
  523. encountertext = "[noskip]Death is inevitable"
  524. elseif attacknum == 20 then
  525. encountertext = "[noskip]Forever condemned to Death"
  526. elseif attacknum == 21 then
  527. encountertext = "[noskip]You feel your determination \n[noskip]slipping away"
  528. elseif attacknum == 22 then
  529. encountertext = "[noskip][color:670000]keep fighting."
  530. elseif attacknum == 23 then
  531. encountertext = "[noskip]A war that never ends."
  532. elseif attacknum == 24 then
  533. encountertext = "[noskip]You ignore your sins"
  534. elseif attacknum == 25 then
  535. encountertext = "[noskip]Knock' em dead"
  536. elseif attacknum == 26 then
  537. encountertext = "[noskip]You clench your weapon"
  538. elseif attacknum == 27 then
  539. encountertext = "[noskip]Should have reset when you had \nthe chance"
  540. elseif attacknum == 28 then
  541. encountertext = "[noskip][color:670000]Unforgettable sin"
  542. elseif attacknum == 29 then
  543. encountertext = "[noskip][color:670000]You made your choice long ago"
  544. elseif attacknum == 30 then
  545. encountertext = "[noskip][color:670000]Don't you dare spare him Frisk =)"
  546. elseif attacknum == 31 then
  547. encountertext = "[noskip]This felt like a turning point"
  548. elseif attacknum == 32 then
  549. encountertext = "[noskip]It's not too late to [color:670000]DIE"
  550. elseif attacknum == 33 then
  551. encountertext = "[noskip]You don't know when to quit"
  552. elseif attacknum == 34 then
  553. encountertext = "[noskip]The sins tease you"
  554. elseif attacknum == 35 then
  555. encountertext = "[noskip]Guilt fills your soul"
  556. elseif attacknum == 36 then
  557. encountertext = "[noskip]Yet you ignore it."
  558. elseif attacknum == 37 then
  559. encountertext = "[noskip]You rethink your choices"
  560. elseif attacknum == 38 then
  561. encountertext = "[noskip]But nobody came..."
  562. elseif attacknum == 39 then
  563. encountertext = "[noskip]Smells like A murderer"
  564. elseif attacknum == 40 then
  565. encountertext = "[noskip]You remember every act \n[noskip]every kill \n[noskip]every number increasing"
  566. elseif attacknum == 41 then
  567. encountertext = "[noskip][color:670000]Interesting, This is not what i \n[noskip]expected."
  568. elseif attacknum == 42 then
  569. encountertext = "[noskip]You hear nothing but echos of \n[noskip]the past"
  570. elseif attacknum == 43 then
  571. encountertext = "[noskip]Knock' em dead"
  572. elseif attacknum == 44 then
  573. encountertext = "[noskip]You resist the sins"
  574. elseif attacknum == 45 then
  575. encountertext = "[noskip][color:670000]Strike him down"
  576. elseif attacknum == 46 then
  577. encountertext = "[noskip]Your funeral then."
  578. elseif attacknum == 47 then
  579. encountertext = "[noskip]There's still time to write a will"
  580. elseif attacknum == 48 then
  581. encountertext = "[noskip]But nobody came..."
  582. elseif attacknum == 49 then
  583. encountertext = "[noskip]Smells like A murderer"
  584. elseif attacknum == 50 then
  585. encountertext = "[noskip][color:670000]This is getting rather \ntroublesome=)"
  586. elseif attacknum == 51 then
  587. encountertext = "[noskip]You don't know when to quit"
  588. elseif attacknum == 52 then
  589. encountertext = "[noskip]Knock' em dead"
  590. elseif attacknum == 53 then
  591. encountertext = "[noskip]You still feel the sins"
  592. elseif attacknum == 54 then
  593. encountertext = "[noskip]You regret your choices"
  594. elseif attacknum == 55 then
  595. encountertext = "[noskip]Your Determination is fading \naway"
  596. elseif attacknum == 56 then
  597. encountertext = "[noskip]Your actions seem tobe your \ndown fall."
  598. elseif attacknum == 57 then
  599. encountertext = "[noskip]Who is the monster now."
  600. elseif attacknum == 58 then
  601. encountertext = "[noskip][color:670000]Keep attacking"
  602. elseif attacknum == 59 then
  603. encountertext = "[noskip]You feel really determined"
  604. elseif attacknum == 60 then
  605. encountertext = "[noskip]You ignore the sins"
  606. elseif attacknum == 61 then
  607. encountertext = "[noskip]Knock' em dead"
  608. elseif attacknum == 62 then
  609. encountertext = "[noskip][color:670000]=)"
  610. elseif attacknum == 63 then
  611. encountertext = "[noskip][color:670000]Use this time well"
  612. elseif attacknum == 64 then
  613. encountertext = "[noskip][color:670000]DETERMINATION"
  614. end
  615. end
  616.  
  617. function HandleItem(ItemID)
  618. if ItemID == "P.PIE" then
  619. Player.Heal(92)
  620. BattleDialogue({"[noskip]You ate the Pecan Pie\n[w:5]It's homemade\n[w:5]You recovered 92 HP[w:10][func: State, ACTIONSELECT]."})
  621. elseif ItemID == "CHOCOLATE" then
  622. Player.heal(70)
  623. BattleDialog({"[noskip]You ate the Chocolate\n[w:5][color:670000]Finaly, some good food\n[w:5][color:ffffff]You recovered 70 HP[w:10][func: State, ACTIONSELECT]."})
  624. elseif ItemID == "M.APPLE" then
  625. Player.heal(60)
  626. BattleDialog({"[noskip]You ate the Mystic Apple\n[w:5]The taste is magical\n[w:5]You recovered 60 HP[w:10][func: State, ACTIONSELECT]."})
  627. elseif ItemID == "I.NOODLES" then
  628. Player.heal(85)
  629. BattleDialog({"[noskip]You ate the Instant Noodles\n[w:5]They are better dry\n[w:5]You recovered 85 HP[w:10][func: State, ACTIONSELECT]."})
  630. elseif ItemID == "KETCHUP" then
  631. Player.heal(55)
  632. BattleDialog({"[noskip]You drank the Ketchup\n[w:5]It's blood red\n[w:5]You recovered 55 HP[w:10][func: State, ACTIONSELECT]."})
  633. elseif ItemID == "STEAK" then
  634. Player.heal(55)
  635. BattleDialog({"[noskip]You ate the Steak\n[w:5]It's Medium rare\n[w:5]You recoverd 55 HP[w:10][func: State, ACTIONSELECT]."})
  636. elseif ItemID == "FISH.F" then
  637. Player.heal(50)
  638. BattleDialog({"[noskip]You ate the fish fillet \n[w:5]It needs some salt\n[w:5]Still You recovered 50 HP[w:10][func: State, ACTIONSELECT]."})
  639. elseif ItemID == "APPLE.J" then
  640. Player.heal(40)
  641. BattleDialog({"[noskip]You drank the Apple Juice\n[w:5]Very fruity\n[w:5]You recovered 40 HP[w:10][func: State, ACTIONSELECT]."})
  642. end
  643. end
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